Special Defences

Mental Parry

Type: Passive

You have the ability to defend against mental attacks. Roll Discipline and subtract the result from the outcome of the mental assault, just as if you were parrying a physical attack. Iron Will applies.

Note that each mental parry is an action, as is the case with physical parries.

Possible Enhancements: Concealed, Diehard, Evasion, Fearless, Final Blow, Focused, Hard to Control, Hard to Influence, Hard to Possess, Indomitable Will, Mental Riposte, Psychotic Break, Tireless, Unemotional, Warning

Pain Tolerance

Type: Passive
Potency: 2

Wound Penalties are reduced by the Potency.

Possible Enhancements: Concealed, Chew Anything, Contortion, Diehard, Evasion, Fearless, Final Blow, Focused, Immovable, Iron Lungs, Psychotic Break, Punch Anything, Riposte/Overpower, Slippery, Superleap, Tireless, Unemotional

Unshakable

Type: Passive
Potency: 2

Penalties from lost Stability are reduced by the Potency.

Possible Enhancements: Concealed, Diehard, Evasion, Fearless, Final Blow, Focused, Hard to Control, Hard to Influence, Hard to Possess, Indomitable Will, Iron Lungs, Psychotic Break, Tireless, Unemotional, Warning

Mind Block

Type: Passive
Potency: 2

Mind Block is the mental equivalent of Armor. Damage from any mental attack is reduced by the Potency (regardless of whether the mental attack deals mental damage or physical damage).

Possible Enhancements: Concealed, Diehard, Evasion, Fearless, Final Blow, Focused, Hard to Control, Hard to Influence, Hard to Possess, Indomitable Will, Psychotic Break, Tireless, Unemotional, Warning

Armor

Type: Passive
Potency: 2

You have integral armor. Damage from any physical attack or physical impact is reduced by the Potency (regardless of whether it deals physical damage or mental damage). This includes falling, building collapses, avalanches, explosions, fire, and directed energy weapons.

Armor does not protect against mental attacks, nor against damage from environmental conditions (heat, cold, radiation, high or low pressure, the absence of oxygen, the presence of harmful gases, etc.). It does not protect against drowning, asphyxiation, or exposure to toxins or disease.

Possible Enhancements: Concealed, Chew Anything, Diehard, Immovable, Iron Lungs, Punch Anything, Riposte/Overpower, Slippery, Tireless

Armor (as an Item)

Type: Passive
Potency: 2

You have an Item which provides Armor. Damage from any physical attack or physical impact is reduced by the Potency (regardless of whether it deals physical damage or mental damage). This includes falling, building collapses, avalanches, explosions, fire, and directed energy weapons.

Armor does not protect against mental attacks, nor against damage from environmental conditions (heat, cold, radiation, high or low pressure, the absence of oxygen, the presence of harmful gases, etc.). It does not protect against drowning, asphyxiation, or exposure to toxins or disease.

Worn Armor covers the entire body unless Armor Morphing is taken. With Armor Morphing, worn Armor covers the torso and limbs at a minimum. Worn Armor could take the form of a force field or something similar, in which case it would be visible and obviously supernatural (though it could be activated by a device which is not obviously supernatural). Worn Armor must be a single object; it cannot be a separate shirt and pants, for example.

Flaw: Item

Possible Enhancements: Concealed, Morphing, Armor Morphing, Summoned, Chew Anything, Diehard, Immovable, Iron Lungs, Punch Anything, Riposte/Overpower, Slippery, Tireless

Resistance

Type: Passive

You are particularly resistant to a specific type of damage. You reduce that type of damage by your Potency, no matter the source of the damage. There is no limit to the number of damage types to which you can have Resistance. Individual Resistances are received as Enhancements to this Power and begin with a Potency of 1, which can be increased as normal. It is not possible for a Resistance to be received as an Enhancement to any other Power. There are no other Enhancements to this Power except Concealed.

A character whose Powers are Concealed receives Concealed as a free Enhancement to this Power.

Note that this Power does not have Potency; rather, each type of Resistance (i.e., each Resistance Enhancement) has its own Potency, which must be increased separately.

Possible Enhancements: Concealed; Piercing Resistance (including bullets and fragmentation grenades); Slashing Resisance; Bludgeoning Resistance (including explosives); Resistance to Projectiles (including all hand-held ranged weapons and thrown weapons, as well as shrapnel from grenades and mortars); Resistance to Artillery (projectiles which are too large to be hand-held, including boulders and artillery shells); Corrosion Resistance (including acid); Fire Resistance (including heat); Cold Resistance; Electricity Resistance; Resistance to Toxins (including chemicals and poisons); Resistance to Disease; Radiation Resistance; Magic Resistance; Resistance to Psionics.

Note: Feel free to submit requests for additional Resistances to be added to this list.

Example:

Upon fulfilling a Contract, Rollo requests Resistance as his Gift. As normal for a Novice, he receives 1 Gift Point to invest in the Power. He spends his Gift Point for Piercing Resistance, which he receives with a Potency of 1. Because his other Powers are Concealed, he receives Concealed as a free Enhancement. On his next Contract, Rollo is shot twice in quick succession. Because he has Piercing Resistance 1, he subtracts 1 from the damage inflicted by each of those attacks (after subtracting his Armor). He fulfills the Contract and decides to spend his Gift to improve Resistance. He can either boost his Piercing Resistance to 2 or acquire a new Enhancement at a Potency of 1.

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